All artists train themselves on others artwork, most probably unpaid.
All artists train themselves on others artwork, most probably unpaid.
They are wrong. Theft means depriving someone of having something, and that’s not the case here. It’s more a “they’re taking our jobs” kind of situation.
Facts are not under copyright, only creative expression are. So, for example your randomly assigned phone number does not have copyright protection.
Those earbuds are not so great for flight mode.
My experience has been that good documentation is mostly something done if somebody gets paid for the work. People working on stuff in their spare time just don’t care enough to document their project.
Game design and gameplay is part of the source. All the balancing etc. to make it a fun experience. Most of the numbers don’t show up in the UI, so they’d either have reverse engineer it or reconstruct it somehow through months of game testing.
Yeah in theory people could buy your GPL/AGPL app from you, but they could also get it legally for free from anybody else who has bought it. Guess which way will dominate.
Depends on your point of view. Legally it definitely is, because the LGPL stipulates that nobody is allowed to attach any restrictions on to the code above the things the LGPL restricts itself. This makes it impossible to combine with the App Store, because that store adds additional restrictions.
Only if they have a 100% tax rate, which I doubt.
I can tell you that I wouldn’t invest my time in developing a game if there’s no chance of selling it in the first place due to the license requirements of a third party package.
The LGPL is inherently incompatible with anything on Apple’s App Store, so if there’s a chance that I might want to publish it there I can’t touch anything-GPL.
I just checked again, and apparently they finally added some documentation since I last checked. The section about the macro stuff just used to say “look at the examples”.
That’s not how research & development works. Nobody asks for a specific person there. Stuff just doesn’t get done.
I’d rejoin for double the wage I previously had. Need to build up an emergency fund for this precarious position.
It’s the confidence with which he sprouts his nonsense. People flock to confident personalities, because they must know a lot of things (presumably).
clap and bevy are big offenders there. It’s really hard to learn how to use them due to this.
There’s the saying that software development is one of the few crafts where the craftspeople also create the tools for themselves.
OP is talking about a different kind of skill issue than the article. The article is about skill issues in writing Rust code, while OP is about skill issues in choosing the right technology for the right task.
Not picking Rust for code that has to be prototyped quickly and iterated a lot is kinda obvious. The solution would be to use Rust for the core engine where the requirements are clear and something else (lua? Python?) for the gameplay code. Even the engine the author wants to switch to does the same with with the divide between C++ and C#.
Bevy’s ECS is tied up with Rust’s trait system, therefore it’s impossible to use a different language.
Bevy has added runtime-defined systems and components to enable scripting integration in recent updates.
Depending on how you treat it, it might also be your last. So far, Framework has offered upgrades to their existing customers so they don’t have to buy a completely new notebook to upgrade.